当前位置:网站首页>[godot] unity's animator is different from Godot's animplayer
[godot] unity's animator is different from Godot's animplayer
2022-07-01 04:26:00 【Cheap meow】
https://blog.csdn.net/XcantloadX/article/details/104032664
BIG_KENG
In fact, as long as the relative coordinates are established, you can use the position.
I usually create a parent object first , As reference coordinates , Then create a child object under the parent object , Use sub objects to host animation components , In this case , Of sub objects in the animation system position It becomes the coordinates relative to the parent object , The animation will move according to the coordinates of the parent object rather than the world , Don't write code , You can also preview .
Unity Of animator The position in the node tree determines the parent node of the animation , namely , Regardless of controller Selected animation controller The position of the object controlled in the node tree ,animator The parent node of the node where this component is located is the parent node of the animation
and Godot Medium animplayer The parent node of the animation controlled is the parent node of the animation object . This may be because Godot Medium animplayer Itself is a place in tscn Nodes in , He can determine a relative position by himself
in general , stay Unity in , I feel that I still need to put the animation in perfab There will be a little more child nodes of , But at this time, we should pay special attention not to directly perfab Example use of .GetComponent<Animator>() It needs to be used inchild Version of , That's better than Godot One more step in consideration


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